Video game processing program and video game processing system

The video game processing system enhances player motivation by associating players with game content, identifying inexperienced players, and granting rewards, addressing the challenge of engagement in conventional systems.

JP2026084031APending Publication Date: 2026-05-20SQUARE ENIX HLDG CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SQUARE ENIX HLDG CO LTD
Filing Date
2024-11-08
Publication Date
2026-05-20

AI Technical Summary

Technical Problem

Conventional video game systems fail to provide sufficient motivation for players, particularly when new stages have high difficulty levels or when popularity concentrates on certain stages, leading to a decrease in player engagement.

Method used

A video game processing system and program that associates parties of players with game content, identifies inexperienced players, determines rewards based on player participation, and grants incentives to encourage gameplay, using a server and player terminals connected via a communication network to enhance player engagement.

Benefits of technology

The system incentivizes players to engage with new content by providing rewards, especially for first-time players, thereby maintaining and increasing player motivation and participation.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide players with a motivation to play video games. [Solution] A party consisting of multiple players is associated with content provided in a video game, and the content is provided to the party. At least one player among the players in the party who has not played the content is identified, and based on the number of identified players, a reward is determined that requires at least playing the content, and the party is rewarded based on the determined reward.
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Description

Technical Field

[0006] , ,

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[0001] At least one embodiment of the present invention relates to a video game processing program and a video game processing system for realizing a function of controlling the progress of a video game.

Background Art

[0002] Conventionally, various systems for providing video games to users have been proposed.

[0003] For example, in such a system, in order to improve the play motivation of a user (i.e., a player) who plays a video game, a character selected by the player is set as a training target, and selection items can be selected for each game section (see Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, the conventional system may not be able to provide the player with sufficient motivation to play a video game. That is, for example, when a new stage is provided in a video game, if the difficulty level of the new stage is too high, the number of users who play may be limited, or if popularity concentrates on the new stage, the number of users who play the conventional stage may decrease.

[0006] An object of at least one embodiment of the present invention is to realize a video game processing program and a video game processing system capable of providing the player with motivation to play a video game.

Means for Solving the Problems

[0007] In a non-limiting view, a video game processing program according to one embodiment of the present invention is a video game processing program for a server to implement a function for controlling the progress of a video game, wherein the server implements a provision function for providing content to a party composed of multiple players by associating the party with the content provided in the video game, an identification function for identifying at least players among the players who make up the party who have no experience playing the content, a determination function for determining a reward that is at least conditional on the player having played the content, and a granting function for granting a reward to the party based on the determined reward.

[0008] In a non-limiting view, a video game processing system according to one embodiment of the present invention is a video game processing system for performing processing to control the progress of a video game, comprising a communication network, a server, and a player terminal, and characterized in that it includes a provisioning means for providing content to a party composed of a plurality of players by associating the content provided in the video game with the party, an identification means for identifying at least players among the players constituting the party who have no experience playing the content, a determination means for determining a reward that is at least conditional on the player having played the content, based on the number of identified players, and a granting means for granting a reward to the party based on the determined reward.

[0009] In a non-limiting view, a video game processing program according to one embodiment of the present invention is a video game processing program for implementing a function on a player terminal to control the progress of a video game, wherein the player terminal implements a provision function for providing content to a party composed of multiple players by associating the party with the content provided in the video game, an identification function for identifying at least players among the players constituting the party who have no experience playing the content, a determination function for determining a reward that is at least conditional on the player having played the content, based on the number of identified players, and a granting function for granting a reward to the party based on the determined reward. [Effects of the Invention]

[0010] Each embodiment of the present invention resolves one or more of the shortcomings. [Brief explanation of the drawing]

[0011] [Figure 1] This is a block diagram showing an example of the configuration of a video game processing system corresponding to at least one embodiment of the present invention. [Figure 2] This is a block diagram showing the configuration of a server corresponding to at least one embodiment of the present invention. [Figure 3] This flowchart shows an example of game processing corresponding to at least one embodiment of the present invention. [Figure 4] This flowchart shows an example of server-side operation in game processing corresponding to at least one embodiment of the present invention. [Figure 5] This flowchart shows an example of terminal-side operation in game processing corresponding to at least one embodiment of the present invention. [Figure 6] This is a block diagram showing the configuration of a server corresponding to at least one embodiment of the present invention. [Figure 7] This flowchart shows an example of game processing corresponding to at least one embodiment of the present invention. [Modes for carrying out the invention]

[0012] Hereinafter, examples of embodiments of the present invention will be described with reference to the drawings. The various components in each of the embodiments described below can be combined as appropriate, provided that no inconsistencies arise. Furthermore, some aspects described in one embodiment may be omitted in other embodiments. Also, operations and processes unrelated to the characteristic features of each embodiment may be omitted. Moreover, the order of the various processes constituting the various flows described below is not necessarily in any particular order, provided that no inconsistencies arise in the processing content.

[0013] [First Embodiment] Figure 1 is a block diagram showing an example of the configuration of a video game processing system 100 in one embodiment of the present invention. As shown in Figure 1, the video game processing system 100 includes a video game processing server 10 (server 10) and player terminals 20, 201 to 20N (where N is any integer) used by players of the video game processing system 100. The configuration of the video game processing system 100 is not limited to this, and it may also be configured so that a single player terminal is used by multiple players, or it may be configured to include multiple servers.

[0014] Server 10 and multiple player terminals 20, 201-20N are each connected to a communication network 30, such as the Internet. Although not shown in the diagram, the multiple player terminals 20, 201-20N connect to the communication network 30 by performing data communication via wireless communication lines with base stations managed by telecommunications carriers.

[0015] The video game processing system 100 includes a server 10 and multiple player terminals 20, 201 to 20N, thereby realizing various functions for executing various processes in response to player operations.

[0016] Server 10 is managed by the administrator of the video game processing system 100 and has various functions for providing information related to various processes to a plurality of player terminals 20, 201 to 20N. In this example, server 10 is composed of an information processing device such as a WWW server and includes a storage medium for storing various information. The configuration of server 10 is not particularly limited as long as it has a general configuration for performing various processes as a computer, such as a control unit and a communication unit. Hereinafter, an example of the hardware configuration of server 10 will be briefly described.

[0017] As shown in FIG. 1, server 10 includes at least a CPU (Central Processing Unit) 101, a memory 102, and a storage device 103.

[0018] CPU 101 is a central processing unit that performs various operations and controls. Also, when server 10 includes a GPU (Graphics Processing Unit), a part of various operations and controls may be performed by the GPU. Server 10 appropriately executes various information processes necessary for video game control using the data read into memory 102 by CPU 101, and stores the obtained processing results in storage device 103 as needed.

[0019] Storage device 103 has a function as a storage medium for storing various information. The configuration of storage device 103 is not particularly limited, but from the perspective of reducing the processing load on each of the plurality of player terminals 20, 201 to 20N, it is preferably configured to be able to store all the various information necessary for video game control. Such examples include HDDs and SSDs. However, the storage unit for storing various information only needs to have a storage area in a state accessible by server 10. For example, it may be configured to have a dedicated storage area outside server 10.

[0020] FIG. 2 is a block diagram showing the configuration of a video game processing server 10A (server 10A), which is an example of the configuration of the video game processing server 10. As shown in FIG. 2, the server 10A includes at least a providing unit 11, an identifying unit 12, a determining unit 13, and an awarding unit 14.

[0021] The providing unit 11 has a function of providing content to a party by associating the party composed of a plurality of players with the content provided in the video game.

[0022] Here, the configuration for constituting a party is not particularly limited, but it is preferably constituted by matching a plurality of players. In addition, the party may include so-called non-player characters.

[0023] In addition, the content means various play elements for which players play by forming a party. Examples of the content are not particularly limited, but it is preferably something that can be cleared or conquered by the player achieving a task. Examples of the content include so-called dungeons, battles, and conquests.

[0024] Furthermore, providing a party with content means enabling the party to play the content. The method of providing the content is not particularly limited, and it may be configured to move the party to a virtual space for the content, or may be configured to set a task corresponding to the content for the party.

[0025] The identifying unit 12 has a function of identifying at least a player who does not have play experience of the content among the players constituting the party.

[0026] Here, the configuration for identifying a player who does not have play experience of the content is not particularly limited, but it is preferably a configuration for identifying at least the number of players corresponding in the party. An example of such a configuration is a configuration for identifying by referring to the play history of each player.

[0027] The determination unit 13 has a function to determine a reward that is at least conditional on the player having played the content, based on the number of identified players.

[0028] Here, the configuration for determining the specific reward is not particularly limited, but it is preferable that the configuration allows the player to recognize the reward. An example of such a configuration is one in which the reward is determined according to a predetermined rule. Examples of predetermined rules include a configuration that refers to a table that associates the number of players who have not played the content with the content, or a configuration that repeats a predetermined lottery that many times.

[0029] The rewarding unit 14 has the function of granting rewards to the party based on the determined benefits.

[0030] Here, the configuration for awarding rewards to a party is not particularly limited, but it is preferable that party members be able to recognize that they have been awarded a reward. Examples of such configurations include one in which the determined benefits are directly awarded as rewards to each player in the party, and another in which rewards are awarded to players who meet specific conditions.

[0031] Multiple player terminals 20, 201 to 20N are each managed by a player and consist of communication terminals capable of playing network-distributed games, such as mobile phones, PDAs (Personal Digital Assistants), portable game consoles, and so-called wearable devices. The configuration of player terminals that the video game processing system 100 may include is not limited to the examples described above; any configuration that allows the player to recognize the content of the video game is acceptable. Other examples of player terminal configurations include combinations of various communication terminals, personal computers, and home game consoles.

[0032] Furthermore, each of the player terminals 20, 201 to 20N is connected to the communication network 30 and equipped with hardware (for example, a display device that shows a browser screen or game screen according to coordinates) and software for executing various processes by communicating with the server 10. It should also be noted that each of the player terminals 20, 201 to 20N may be configured to communicate directly with each other without going through the server 10.

[0033] Next, the operation of the video game processing system 100 (system 100) in this example will be described.

[0034] Figure 3 is a flowchart showing an example of game processing performed by system 100. In this example, the game processing involves controlling the progress of the video game in response to the player's actions on player terminal 20 (terminal 20). The following explanation will use the case where server 10A and terminal 20 perform game processing as an example.

[0035] Game processing begins, for example, when system 100 receives input from the player.

[0036] In game processing, Server 10A first provides content to the party (Step S11). In this example, when Server 10A receives a play request specifying content from a party composed of multiple players, it provides the content to the party by associating the party with the content.

[0037] When Server 10A provides content to a party, it identifies players who have no prior experience playing the content (Step S12). In this example, Server 10A identifies players among the party who have no prior experience playing the content and who have no experience clearing the content.

[0038] Server 10A identifies players who have no prior experience playing the content and determines the rewards (step S13). In this example, Server 10A determines the additional rewards to be given to the party when they clear the content, based on the number of players in the party who have no prior experience clearing the content. More specifically, Server 10A refers to reward information that associates in-game elements available in the video game with their respective draw probabilities, and determines the rewards by performing a draw a number of times corresponding to the number of identified players. Examples of in-game elements include in-game currency, items, characters, and titles.

[0039] Server 10A determines the bonus and then grants the reward (step S14). In this example, when a party clears the content, Server 10A grants each player in-game elements that are the result of adding the bonus to the reward corresponding to the clear.

[0040] When server 10A grants a reward, it generates output information to output the grant result to player terminal 20, and sends the generated output information to player terminal 20.

[0041] Terminal 20 displays an image based on the output information received from server 10A (step S15).

[0042] Figure 4 is a flowchart illustrating an example of the operation of server 10A in game processing. Here, we will explain the operation of server 10A in system 100 again.

[0043] In processing the game, Server 10A first provides content to the party (Step S101), identifies players who do not have experience playing in a party (Step S102), determines the content and the benefits corresponding to the party (Step S103), and grants rewards to the party (Step S104).

[0044] Figure 5 is a flowchart illustrating an example of the operation of terminal 20 when it executes game processing. The following explanation will use the case where terminal 20 executes game processing independently as an example. Note that the configuration of terminal 20 has the same functions as server 10, except for receiving various information from server 10; therefore, to avoid redundant explanation, the configuration of terminal 20 will be omitted.

[0045] In game processing, terminal 20 first provides content to the party (step S201), identifies players who have no prior experience playing with the party (step S202), determines the rewards corresponding to the content and the party (step S203), and grants rewards to the party (step S204). In this example, terminal 20 obtains the information used in each step by communicating with server 10A. Alternatively, terminal 20 may be configured to identify the information used in each step by referring to its own storage unit.

[0046] As described above, in one aspect of the first embodiment, the server 10A that controls the progress of the video game is configured to include a provisioning unit 11, a identification unit 12, a determination unit 13, and a granting unit 14. This configuration allows the server to provide content to a party composed of multiple players by associating it with content provided in the video game, identify at least players among the players who make up the party who have not played the content, determine a reward that requires at least playing the content based on the number of players identified as having not played the content, grant a reward to the party based on the determined reward, and provide players with an incentive to play the video game.

[0047] In other words, instead of simply playing the content once and being done with it, this system will encourage players to want to help first-time players.

[0048] Furthermore, in the example of the first embodiment described above, players who have not yet completed the content are identified, and the rewards are determined based on the number of players who have not yet completed the content. As a result, the more players who have not yet completed the content, the more expensive the rewards can be, making it easier to provide an incentive for players who have already completed the content to play it again.

[0049] Furthermore, in the example of the first embodiment described above, the rewards are determined by referring to reward information that associates in-game elements available in the video game with the probability of winning, and by performing a lottery a number of times corresponding to the number of players identified by a specific function. This makes it possible to provide players who have experience playing the content or players who have completed the content with motivation for gameplay that helps so-called beginners.

[0050] [Second Embodiment] Figure 6 is a block diagram showing the configuration of a video game processing server 10B (server 10Z), which is an example of a video game processing server 10. In this example, server 10B includes at least a provisioning unit 11, a specification unit 12, a determination unit 13, a granting unit 14, an update unit 15, and a notification unit 16.

[0051] The update unit 15 has the function of referring to preferential information that associates multiple virtual worlds with preferential treatment details, and updating said preferential information in accordance with predetermined update rules.

[0052] Here, "virtual world" refers to a virtual space containing video game characters. While the configuration of multiple virtual worlds is not particularly limited, it is preferable that the same content can be played in each virtual world. Examples of such configurations include one server corresponding to one virtual world. Alternatively, a data center may house multiple virtual worlds (servers). Furthermore, multiple data centers may be established. Video game users belong to a data center (DC) and choose a server to play content.

[0053] Furthermore, preferential treatment refers to arrangements that give players an advantage over the usual amount. While there are no particular limitations on the content of preferential treatment, it is preferable that it be recognizable to the player. Examples of preferential treatment include increased rewards and increased item drop rates.

[0054] Furthermore, while the configuration for updating preferential treatment information is not particularly limited, it is preferable that it can serve as a factor in a player's decision-making process when selecting a server. An example of such a configuration is one in which preferential treatment is randomly assigned to each data center or server.

[0055] The notification unit 16 has the function of notifying the player of a virtual world that has been associated with a preferential treatment that meets the notification conditions for the player, based on the updated preferential treatment information.

[0056] Here, the notification conditions are not particularly limited, but it is preferable that they be recognizable to the player when selecting a server. Examples of notification conditions include a predetermined period after an update or a period during which the preferential treatment is applied.

[0057] Furthermore, the configuration for informing players about the virtual world is not particularly limited; it may involve displaying a predetermined icon on the server or content selection screen, or it may involve notifying each player of information about preferred servers.

[0058] Figure 7 is a flowchart showing an example of game processing corresponding to at least one embodiment of the present invention. The following explanation will use the operation of server 10B and terminal 20 as examples. Note that flowcharts showing the operation of server 10B and terminal 20 are omitted to avoid redundant explanation.

[0059] Game processing begins, for example, when system 100B receives input from the player. In game processing, server 10B first updates preferential information (step S2-11). In this example, the preferential information is used to generate reward bonuses (i.e., perks) for only a few days a week. It is also preferable that the timing of the reward bonus generation is difficult for the user to predict. Furthermore, a special display is shown on a designated UI when the bonus is generated. In addition, a bonus is applied to rewards while the perk is active. Examples of bonuses include "the number of drops of a specified item increases by n" or "the drop rate of a specified item increases by n%".

[0060] One UI requirement here is that players should be able to recognize when a reward bonus is active. In this example, an icon for the item whose drop rate is increased is displayed, showing how many items will drop, and a probability increase icon is also displayed (it's unnecessary to explain which item's drop rate is increased).

[0061] Furthermore, in this example, the game requirements allow for setting whether or not reward bonuses are generated for each piece of content. Also, if a player requests to play content when a reward bonus is available, it will always be applied (for example, even if the time limit has expired upon completion). Additionally, once a reward bonus is generated, it will last for a predetermined period, and after that period, a specific cooldown period will be implemented. The configuration for determining the length of the cooldown (i.e., the time until the reward bonus is generated again) is not particularly limited; it could follow a predetermined rule or be determined randomly. Alternatively, the reward bonus could be generated simultaneously for all data centers after the cooldown period. Furthermore, it may be possible to forcibly generate reward bonuses using a tool, separate from random generation. In this case, separate drop tables may be set for when a reward bonus is active and when it is not. Finally, in this example, a log message informing players of increased drop rates and increased drop counts will be displayed when a party starts content.

[0062] Furthermore, while the method for calculating the end time of the reward bonus is not particularly limited, it is preferable that it gives players a sense of randomness. One example of such a configuration is one in which dice are rolled according to the weighting of each DC to select from four different durations (e.g., 3h / 6h / 9h / 12h). Alternatively, the cooldown could be set to start exactly 12 hours after the last time the reward bonus occurred. In addition, to ensure that the cooldown is common to all DCs, the current time could be used as a seed to calculate a random value between 0 and 4.

[0063] The configuration for forcibly controlling the bonus generation state using a tool, separate from system-based generation control, is not particularly limited, but it is preferable that this control be performed for each DC. For example, if the tool turns it on, the reward bonus may continue to be generated until the tool turns it off. The tool control may not reset the cooldown timer (the cooldown continues to count in the background), and for example, if the tool turns it off when there is 1 hour remaining on the cooldown timer, the configuration may be set so that it is generated 1 hour later.

[0064] When Server 10B updates the preferential treatment information (Step S2-11), it notifies the player of the preferential treatment details (Step S2-12). In this example, Server 10B displays a predetermined icon on the content selection screen so that the player can recognize at least a part of the preferential treatment details.

[0065] Server 10B notifies the party of the preferential treatment and provides the content (step S2-13). In this example, Server 10B sends the information necessary for each player in the party to play the content to their respective terminals.

[0066] Server 10B identifies the number of players who have not yet completed the content when it is provided to a party (Step S2-14). In this example, Server 10B identifies the number of players who have not yet completed the content (i.e., the number of players who have not completed the content) from the player information in order to implement a first-clear bonus where special items are dropped for each player who has not yet completed the content upon completion. More specifically, for example, if 5 out of 24 players in a party have not yet completed the content, the entire party will receive five times the normal amount of items upon completion. This is expected to motivate players who have completed the content to help players who have not yet completed it, even if they were unable to access the content immediately after its release. It also makes it easier for players who have completed the content to join parties created by players who have not yet completed it.

[0067] UI requirements include displaying a log message when content starts and when content is cleared. Additionally, the log message content may be modified to indicate when one or more bonus items drop when the unexplored bonus probability is less than 100%, or when no bonus items drop when the unexplored bonus probability is less than 100%.

[0068] Server 10B determines the first-clear bonus once it identifies the number of players who have not yet cleared the area (step S2-15). In this example, Server 10B allows setting the number and probability of items dropped per player due to the first-clear bonus (or unconquered bonus). For example, multiple types of rewards for clearing the area may be set. It may also allow setting the number and probability of items dropped for each player who has not yet cleared the area. In this case, if a probability is set, the system will roll dice for each player (for example, if the probability is 50% and there are 10 players who have not yet cleared the area, the dice will be rolled 10 times). Also, if there are 5 players who have not yet cleared the area, the system may be configured so that in addition to the usual one drop check that results in a reward, there will be an additional drop check (i.e., the normal check is also performed, so in this example a total of 2 items will be dropped). It may also be configured so that an additional item of higher value than usual is dropped for each player who has not yet cleared the area. When server 10B determines a reward, it generates output information to output the determined reward or the reward determined from that reward to player terminal 20, and transmits the generated output information to player terminal 20.

[0069] Terminal 20 displays an image based on the output information received from server 10B (step S2-16).

[0070] As described above, in one aspect of the second embodiment, the server 10B that controls the progress of the video game is configured to include a provisioning unit 11, a identification unit 12, a determination unit 13, a granting unit 14, an update unit 15, and a notification unit 16. This configuration allows the server to provide content to a party composed of multiple players by associating it with content provided in the video game, identify at least players among the players who make up the party who have not played the content, determine a reward that requires at least playing the content based on the number of players identified as having not played the content, grant a reward to the party based on the determined reward, and provide players with an incentive to play the video game.

[0071] In other words, instead of simply playing the content once and being done with it, this system will encourage players to want to help first-time players.

[0072] Furthermore, in the example of the second embodiment described above, the video game has multiple virtual worlds managed by multiple servers, and server 10B refers to preferential information that associates the multiple virtual worlds with preferential treatment, updates the preferential information according to predetermined update rules, and based on the updated preferential information, notifies the player of the virtual world associated with preferential treatment that satisfies the notification conditions to the player. This prevents players from concentrating on one server or, conversely, from failing to gather on a particular server. Also, for example, by configuring it so that event A, which is based on matchmaking with many players, has rewards on DC1, and event B, which is also based on matchmaking with many players, has rewards on DC2, it is possible to guide people who want to play event A to DC1 and people who want to play event B to DC2, thereby maintaining the ease of matchmaking while equalizing the game population on each DC.

[0073] Furthermore, in the example of the second embodiment described above, the video game has the same content in each of the multiple virtual worlds, and the server 10B can set whether or not a preferential treatment based on the preferential treatment content is given for each virtual world, and updates the preferential treatment information so that a cooldown period is set before the preferential treatment can be given again after a predetermined time has elapsed since the preferential treatment was given, thus providing players with an incentive to gather people together when a bonus is available.

[0074] Although not specifically mentioned in the example of the second embodiment described above, the server 10B may be configured to provide the reward bonus and the first clear bonus as separate items.

[0075] As described above, each embodiment of the present application solves one or more of the shortcomings. Note that the effects of each embodiment are non-limiting effects or examples of effects.

[0076] In each of the embodiments described above, the multiple player terminals 20, 201 to 20N and the server 10 execute the various processes described above in accordance with various control programs (for example, video game processing programs) stored in their own storage devices.

[0077] Furthermore, the configuration of system 100 is not limited to the configurations described as examples of each embodiment above. For example, the server 10 may perform some or all of the processes described as being performed by the player terminal, or one of the multiple player terminals 20, 201 to 20N (for example, player terminal 20) may perform some or all of the processes described as being performed by the server 10. For example, if the player terminal 20 performs all of the processes described as being performed by the server 10, the server 10 becomes unnecessary, and the various processes described above are performed by the player terminal 20 alone. Also, one of the multiple player terminals 20, 201 to 20N may perform some or all of the storage units that the server 10 has. In other words, the system 100 may be configured so that one of the player terminals 20 or the server 10 has some or all of the functions that the other has.

[0078] Furthermore, the program may be configured to implement some or all of the functions described as examples in each of the embodiments above in a standalone device that does not include a communication network. Also, the application of some or all of the functions described as examples in each of the embodiments above is not limited to video games. That is, it can also be applied to the metaverse, videos, and other content. Moreover, the network may be a network using distributed processing ledger technology, and the content may use NFTs.

[0079] [Note] The above-described embodiments are written in such a way that at least the following invention can be put into practice by a person with ordinary skill in the art to which the invention pertains. [1] A video game processing program that enables a server to implement a function for controlling the progress of a video game, To the aforementioned server, A provisioning function that provides content to a party by associating the party, which is composed of multiple players, with the content provided in the video game, A function to identify at least one player among the players constituting the party who does not have experience playing the aforementioned content, A decision function that determines rewards that are at least conditional on playing the content, based on the number of identified players, A granting function that grants rewards to the party based on the determined benefits. A video game processing program to implement this. [2] The aforementioned identification function identifies players who have not completed the aforementioned content, The aforementioned determination function determines the reward based on the number of players who have not yet completed the aforementioned content. The video game processing program described in [1] for implementation. [3] The aforementioned determination function refers to reward information that associates in-game elements available in the video game with the probability of winning, and determines the reward by performing a lottery a number of times corresponding to the number of players identified by the identification function. A video game processing program described in [1] or [2] for the purpose of implementing this. [4] The aforementioned video game features multiple virtual worlds, each managed by a separate server. To the aforementioned server, An update function that references the aforementioned multiple virtual worlds and preferential treatment information, and updates the preferential treatment information in accordance with prescribed update rules. Based on the updated preferential treatment information, a notification function will inform players of the virtual world where the preferential treatment content that meets the notification conditions for players is associated. A video game processing program described in any of [1] to [3] to implement this. [5] The aforementioned video game has the same content provided in each of the multiple virtual worlds, The aforementioned update function allows for setting whether or not a preferential treatment based on the aforementioned preferential treatment content is applied to each piece of content in each virtual world, and updates the preferential treatment information so that a cooldown period is set before the preferential treatment can be applied again after a predetermined time has elapsed since the preferential treatment was applied. The video game processing program described in [4] for implementation. [6] A video game processing program that enables a user terminal capable of communicating with the server to implement at least one of the functions that the video game processing program described in any of [1] to [5] enables the server. [7] A video game processing system comprising a communication network, a server, and a player terminal, for performing processing to control the progress of a video game, A means for providing content to a party consisting of multiple players by associating the content provided in the video game with the party, A means for identifying at least one player among the players constituting the party who does not have experience playing the content, A determination means for determining a reward that is at least conditional on playing the content, based on the number of identified players, A means for granting rewards to the party based on the determined benefits. A video game processing system including... [8] A video game processing program for implementing a function on a player terminal to control the progress of a video game, The aforementioned player terminal, A provisioning function that provides content to a party by associating the party, which is composed of multiple players, with the content provided in the video game, A function to identify at least one player among the players constituting the party who does not have experience playing the aforementioned content, A decision function that determines rewards that are at least conditional on playing the content, based on the number of identified players, A granting function that grants rewards to the party based on the determined benefits. A video game processing program to implement this. [9] A video game processing method for controlling the progress of a video game, A provisioning process that provides content to a party by associating the content provided in the video game with a party composed of multiple players, A process to identify at least one player among the players constituting the party who does not have experience playing the content, A decision process that determines the rewards that are at least conditional on playing the content, based on the number of identified players, A rewarding process that grants rewards to the party based on the determined benefits. A video game processing method characterized by including [something].

[14] A video game processing system comprising a communication network, a server, and a player terminal controls the progress of a video game, and is a video game processing method comprising these components. A provisioning process that provides content to a party by associating the content provided in the video game with a party composed of multiple players, A process to identify at least one player among the players constituting the party who does not have experience playing the content, A decision process that determines the rewards that are at least conditional on playing the content, based on the number of identified players, A rewarding process that grants rewards to the party based on the determined benefits. A video game processing method characterized by including [something]. [Industrial applicability]

[0080] According to one embodiment of the present invention, it is useful to provide players with a motivation to play video games. [Explanation of Symbols]

[0081] 10 Video game processing servers 11 Providing Department 12 Specific part 13. Decision-making section 14. Assignment section 15 Update section 16 Hochi Department 20,201~20N Player Terminals 30 Communication Networks 100 Video Game Processing Systems

Claims

1. A video game processing program that enables a server to implement a function for controlling the progress of a video game, To the aforementioned server, A provisioning function that provides content to a party by associating the party, which is composed of multiple players, with the content provided in the video game, A function to identify at least one player among the players constituting the party who does not have experience playing the aforementioned content, A decision function that determines rewards that are at least conditional on playing the content, based on the number of identified players, A granting function that grants rewards to the party based on the determined benefits. A video game processing program to implement this.

2. The aforementioned identification function identifies players who have not completed the aforementioned content, The aforementioned determination function determines the reward based on the number of players who have not yet completed the aforementioned content. A video game processing program according to claim 1 for the purpose of realizing this.

3. The aforementioned determination function refers to reward information that associates in-game elements available in the video game with the probability of winning, and determines the reward by performing a lottery a number of times corresponding to the number of players identified by the identification function. A video game processing program according to claim 1 or claim 2 for the purpose of realizing this.

4. The aforementioned video game features multiple virtual worlds, each managed by a separate server. To the aforementioned server, An update function that references the aforementioned multiple virtual worlds and preferential treatment information, and updates the preferential treatment information in accordance with prescribed update rules. Based on the updated preferential treatment information, a notification function will inform players of the virtual world where the preferential treatment content that meets the notification conditions for players is associated. A video game processing program according to claim 1 or claim 2 for the purpose of realizing this.

5. A video game processing system comprising a communication network, a server, and a player terminal, for performing processing to control the progress of a video game, A means for providing content to a party consisting of multiple players by associating the content provided in the video game with the party, A means for identifying at least one player among the players constituting the party who does not have experience playing the content, A determination means for determining a reward that is at least conditional on playing the content, based on the number of identified players, A means for granting rewards to the party based on the determined benefits. A video game processing system including...

6. A video game processing program for implementing a function on a player terminal to control the progress of a video game, The aforementioned player terminal, A provisioning function that provides content to a party by associating the party, which is composed of multiple players, with the content provided in the video game, A function to identify at least one player among the players constituting the party who does not have experience playing the aforementioned content, A decision function that determines rewards that are at least conditional on playing the content, based on the number of identified players, A granting function that grants rewards to the party based on the determined benefits. A video game processing program to implement this.